Personal game device and method

ABSTRACT

The present invention is directed to a portable electronic game device programmed for playing poker, particularly “No-Limit Texas Hold &#39;Em” against a plurality of virtual opponents or players that each have predefined characteristics, the device having a personal computer interface, a memory accumulator for cumulatively storing earned points, and a means of communication with a hosted website or remote server computer that tracks unique identifiers for the game device and its associated player and allows the player to compete with other players for prizes based on the total accumulated points earned by the individual player or to obtain universal rankings. The invention also relates to methods of using such a portable game device.

CROSS REFERENCE TO RELATED APPLICATIONS

This application claims the priority of U.S. provisional patentapplication No. 60/785,743, filed Mar. 24, 2006, which is incorporatedherein by reference in its entirety.

FIELD OF THE INVENTION

In an embodiment, the present invention is directed to a portableelectronic game device programmed for playing poker, particularly“No-Limit Texas Hold 'Em” against a plurality of virtual opponents orplayers that each have predefined characteristics, the device having apersonal computer interface, a memory accumulator for cumulativelystoring earned points, and a means of communication with a hostedwebsite or remote server computer that tracks unique identifiers for thegame device and its associated player and allows the player to competewith other players for prizes based on the total accumulated pointsearned by the individual player or to obtain universal rankings. Inanother embodiment, invention also relates to methods of using such aportable game device.

BACKGROUND OF THE INVENTION

Poker was invented over a century ago, but its popularity hasexperienced recent dramatic growth, largely due to innovations in gameplaying technology. Broadcasts of poker tournaments such as the WorldSeries of Poker and the World Poker Tour have huge audiences. Theinvention of miniature cameras has turned the game into a spectatorsport in which viewers can follow the action and drama of the game. Theintroduction of online poker has made the game available to anyone withaccess to a personal computer and an Internet connection.

Traditionally poker has been played in casinos, card rooms, clubs, andhomes throughout the country. While such games are popular, there are anumber of drawbacks. One problem for commercial gaming establishments isthat the game is player versus player, as opposed to player versus thehouse. This means that the house must collect a percentage of the pot tomake a profit. Because each hand can take a considerable amount of time,given the number of betting rounds and the time inherent in bluffing,attempting to read other players, and so on, the profit margin for thehouse is limited. In addition, many would-be customers are simply toointimidated to play against other players, especially in light of thefact that the other players may be professional card players withconsiderable experience. What is needed is a game that may be based onpoker but that does not require a player to play directly againstanother human player. It is further desirable that player actions suchas increasing the bet and folding the hand can be performed without timeconsuming bluffing and attempting to read other players, to provideacceptable turnaround time per hand. It is further desirable that thegame is not intimidating to new or inexperienced players. It is furtherdesirable that the game maintain some elements of successive betting andhave a method of play and payout structure that maintains playerinterest.

Gambling enterprises such as casinos have benefited from several recentinventions. For example, U.S. Patent Application Publication No.2005/0239546 (“the '546 Publication”) discloses a player-tracking unitthat provides a display and a player-tracking controller designed orconfigured to provide a web browser on the display. The player-trackingunit may include input devices for receiving selections associated withthe web browser. Player-tracking programs provide rewards to playersthat typically correspond to the player's level of patronage, e.g., tothe player's playing frequency or total amount of games played. Rewardsmay be free meals, free lodging, or free entertainment. Theseplayer-tracking and accounting systems are used in most casinos. Theplayer-tracking account server is designed to store player-trackingaccount information, such as information regarding a player's previousgame play, and to calculate player-tracking points based on a player'sgame play that may be used as basis for providing rewards to the player.Such programs allow a casino to identify and reward customers based upontheir previous game play history. The '546 Publication providesplayer-tracking units with web browsers configured to provide webcontent through a display on the player-tracking unit. By providingaccess to web content from a player-tracking unit, content providers,such as gaming establishments having a website, etc., can provide staticor dynamic content efficiently at one website. If changes are made tothe website, all of these users will receive the updated informationwithout the content provider needing to update various channels ofcommunication. The '546 Publication does not disclose a stand-alone gamedevice that can accumulate game points for later uploading or aninteractive website. Also, the '546 Publication does not disclose prizecompetitions based on points accumulated by playing the game.

U.S. Patent Application Publication No. 2005/0208989 (“the '989Publication”) discloses methods of and systems for playingtournament-style games, such as the World Series of Poker. The '989Publication provides a wagering game of skill is provided wherein a gameplayer is eligible to play the wagering game of skill through the use ofan alternative method of entry (“AMOE”). The wagering game of skill maybe available to be played on a communication network or by submitting anentry by mail or over the Internet. The AMOE entry may be used by aplayer to enter a game against the house or against other players. Anentry to play against other players may include entry into a tournamentwhere the house retains part of all paid entry fees; the retained housefees may be used to pay the entrance fee at a full or reduced rate forAMOE entries in the tournament. Components of the system include paymentmethods, payout methods, and game engines, all of which may beimplemented by using software, hardware, and firmware, includingapplication-specific integrated circuits (“ASICs”).

U.S. Patent Application Publication No. 2003/0070178 (“the '178Publication”) discloses an electronic poker tournament system forproviding gaming tournaments in a computer-networked environmentcomprising several servers and a database. The gaming system adjusts toseveral styles of poker. Instead of programming a single style orvarious styles of poker, the system reads its tournament settings from ascript file and reads its poker rules from a data file. The server is asoftware process that perpetually runs on the system hardware. Thefunctions of the lounge server include orchestrating and managingvarious tournaments and ring games including the merging of tables andtracking participating players, spawning table servers when appropriatefor tournaments, sending and receiving messages to and from the loungeclient to receive player input and provide the player with updatedinformation, and reading from and writing to the database to obtain orstore necessary information on players, ring games, or tournaments. Thelounge server may send messages to table servers to direct the serversto modify game parameters such as changing the type of game or thebetting limits of the game. Each player who wants to participate in thesystem must have their own lounge client, as players do not directlyinteract with the lounge server. When a player is ready to participate,he loads up his lounge client. The lounge client automatically connectsto the lounge server. A database tracks a player's user name andcontains player specific information such as the player's real name,credit card information, a postal mailing address, the number of chips,recent usage of the system, and game specific information such as thelast five hands that the player has played.

U.S. Patent Application Publication No. 2005/0102047 is directed to asystem and method for playing a team gaming tournament that allowsplayers to form teams of one or more players in order to allow a team'sperformance in a gaming tournament to be dependent on both theperformance of each individual member of the team as well as the numberof players on each team. The method includes permitting a plurality ofusers to enter a game, forming teams, sending user input to the server,and calculating a placement finish for each team in the gamingtournament in conformity with a predetermined formula having dependenceon both a number of users and a performance of each user. For example,the gaming tournament may be managed by a live or Internet casino and isa poker gaming tournament.

U.S. Pat. No. 6,935,952 discloses a remote gaming system whereby aplayer can gamble against a wagering establishment or lottery from aremote location on a personal computer or portable computer device whereit is unnecessary to establish an on-line connection with a hostcomputer associated with the wagering establishment. The gaming computerhas associated gaming software for providing at least one wageringopportunity and enabling the player to obtain gambling credit andcash-out any resulting winnings. The host computer enables the player topurchase and redeem gambling credit at the remote location in oneembodiment of the invention using cryptographic protocols such asthrough a series of authenticatable message exchanges between the playerand the wagering establishment, the gaming computer and the hostcomputer directly on-line. The gaming computer can also have adetachable tamper-resistant or tamper-evident credit module associatedtherewith or for use with a personal computer being provided to theplayer with preinstalled or preloaded gambling credit. The gaming systemalso enables participation in future events of which the outcome isuncertain such as, for example, a lottery whereby the player makesselections on a gaming computer at a remote location. Software can beprovided that instructs the gaming computer to read unique magneticcharacteristics of the specific data storage media on which gamingsoftware is made available for installation, for the purpose of creatinga unique authenticatable message to be read and authenticated by thewagering establishment to reveal any unauthorized duplication of, ortampering with, data on that disk or data storage media.

There lacks, however, a portable electronic game device programmed forplaying poker, particularly “No-Limit Texas Hold 'Em” against aplurality of virtual opponents or players that each have predefinedcharacteristics, the device having a personal computer interface, amemory accumulator for cumulatively storing earned points, and a meansof communication with a hosted website or remote server computer thattracks unique identifiers for the game device and its associated playerand allows the player to compete with other players for prizes based onthe total accumulated points earned by the individual player or toobtain universal rankings.

SUMMARY OF THE INVENTION

In an embodiment, the present invention is directed to a portable gamedevice programmed for playing No-Limit Texas Hold 'Em, with acommunications interface (e.g., a serial or USB interface), a pluralityof virtual “players” having predefined characteristics, and a memoryaccumulator for cumulatively storing points, wherein the serial or USBport is optionally accessible to a hosted website, and wherein thewebsite tracks unique identifiers for the game device and its associatedplayer/subscriber, and allows the player/subscriber to compete withother subscribers for prizes based on the total accumulated pointsearned by the individual player/subscriber, and to obtain universalrankings. In certain aspects, the present invention does not enable theuser to compete directly with other human players in a poker game, butrather provides defined virtual players that play the game against theuser, in order to determine the points accumulated by the user. Thepresent invention also provides for resetting the stakes of the variousvirtual players based on the accumulated points of the user. Thecommunications interface of the game device of the present invention isused for transferring points accumulated on the game device to a server,and it is generally not used for communication with master gamingcontrollers or for tracking players' patronage for the purpose ofdetermining rewards. The game device is programmed for multiple virtualplayers with whom the user competes to accumulate points, which may beaccumulated from one session to the next. In an embodiment, accumulatedpoints are used as a basis for setting the stakes of a new session. Theinvention also provides a website or server accessible over theInternet, or similar communication means, for registering player awardpoints.

Other features and advantages of the present invention will be apparentfrom the following more detailed description of the preferredembodiment, taken in conjunction with the accompanying drawings, whichillustrate, by way of example, the principles of the invention.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an example game device of the invention.

FIG. 2 illustrates a scheme by which players use a game device toaccumulate points and to communicate with a server.

DETAILED DESCRIPTION OF THE INVENTION

Referring to FIG. 1, an example game device 4 is shaped like a map ofthe State of Texas, and it is configured to allow the player to playTexas No-Limit Hold 'Em poker, although in principle the device could beconfigured to allow play of any of a variety of poker games. Such pokervarieties, which are within the scope of the present invention, aredescribed in detail in Robert's Rules of Poker, which is incorporatedherein by reference.

In Texas Hold 'Em, each player is dealt two hole cards face down. Fivecommunity cards are dealt face-up in the center of the table, which alsomay be called the board. The player who makes the best five-card pokerhand with any combination of his hole cards and the five community cardswins the round. In a conventional Texas Hold 'Em game, a disc or othermarker is used to indicate which player is the dealer for the round. Inelectronic game device 4 of the invention the dealer is similarlyidentified.

Before the cards are dealt, the two players to the left of the dealerpost forced bets called blinds. The player immediately to the left ofthe dealer posts a bet called the small blind, which is usually equal tohalf of the minimum bet. The player to the left of the small blind poststhe big blind, which is equal to the minimum bet. The hole cards aredealt to each player face down and the player to the left of the bigblind starts the betting. In the first round of betting, each player hasthree options: call, raise or fold. To call, the player must place a betthat is equal to the last bet placed. For the first player in the round,this would be equal to the minimum bet. A player may choose to raise hisbet by an additional amount, which the other players will then have tocall. If a player's hole cards are not favorable, the player may simplychoose to fold and sit out the round.

After all the players have finished the first round of betting, thefirst three community cards are dealt face up on the board. This iscalled the flop. The second and all subsequent betting rounds start withthe first player to the dealer's left, and players now have the optionto check. By checking, the player indicates interest in the pot withoutplacing a bet. Any player may choose to place a bet, which the otherplayers must then call. Players can still raise, if a bet has been made,or fold if their hand is not favorable. After all remaining players havebet (or folded) the flop, the fourth community card is dealt face-up.This is the turn card. The minimum bet doubles in the last two rounds ofbetting in Limit Texas Hold 'Em, while in No Limit Texas Hold 'Em theminimum bet is usually the amount equal to the big blind. After the turnbetting round, the fifth and final community card is dealt. This is theriver card. A final round of betting ensues, and each player turns theirhole cards face up in the order in which they bet. Players can mucktheir hole cards (throw them in the used card pile) if an opponent hasshown a better hand. The highest hand that can be made with anycombination of the player's hole cards and the five community cards winsthe pot. If two or more players have the same hand, the next highestcard in the player's hand (the kicker) is used to break a tie. If thereis no kicker card, then the pot is split between them. The dealer buttonis then passed clockwise to the next player and another round of playbegins.

There are at least three kinds of Hold 'Em games. In fixed limit games,bets and raises are set at a fixed amount. A typical fixed limit gamewould be $1/$2 ($1 minimum bet for the first two rounds, and $2 minimumfor the last two rounds.) The big blind would be equal to the minimumbet ($1) and the small blind would be half the minimum bet ($0.50).Raises are capped at a maximum number of bets, generally four. Newplayers will start with low-limit games and gradually work their way upto higher limits as their skill progresses. In No Limit Hold 'Em, themaximum bet is determined by the number of chips you have in front ofyou. Players can bet and raise by any amount, and at any time, a playercan go “all-in” by betting all of his chips. To call, the other playersat the table must match their opponent's all-in bet.

The game device 4 of the present invention is programmable and has anon-board microprocessor or chip. The processor or chip is programmed toallow the device user to play poker according to a predetermined set ofrules, e.g., No-Limit Texas Hold 'Em. The device 4 is enabled with acomputer communications interface 12 (e.g., USB port or other serial orparallel communication link or wireless communications protocol as wellknown in the art), to permit the device 4 to communicate with a hostwebsite via a local computer (not shown) to which the device 4 isconnected. Each device carries a unique identifier or serial number. Anexample game device 4 is depicted in FIG. 1, in which the game device 4housing is a sealed housing shaped like the state of Texas, and includesa screen 14 shaped like a Texas Hold 'Em table. In this exampleembodiment, the housing includes a plurality of selector buttons forinputting user selections in response to game-generated conditions. Ofcourse, other geometries, shapes and configurations will be readilyappreciated by one of skill in the art.

Selector buttons 16-24 are provided for the following functions: fold16, check 18, bet 20, raise 22, call 24, and clear bet 36. Also, theselector buttons 16-24 may be numbered to permit the user to enter aunique, assigned pass code for the game user to secure the device fromunauthorized users. Other features of the game device are switches 26-30for on/off 26, sound 28, and speed of play 30. A speaker 32 (or othersound reproduction means) provides audio features, such as dealerinstructions and preprogrammed audible comments from virtual players andaudience, an AC/DC power port 34 for plugging a power adapter into awall socket, an internal tamperproof mechanism (not shown) and a batterycompartment and battery power supply (not shown). Additional selectorbuttons, which provide additional functionality, may be provided.

The embedded program, logic or algorithms of the device are configuredto store point totals for the current game and cumulatively over apredetermined period of time, e.g., one month, one year, or otherperiod. The program also provides virtual competitors from a random drawof multiple player types. In an embodiment, there are seven virtualplayers and one live player at the beginning of game play. If a virtualplayer is eliminated there will be one less player and so on. If andwhen there is only the live player left, the table will reset with newvirtual players. If the live player can eliminate all virtual players,then the player may be awarded bonus points.

Each of the virtual players is defined by a style pool of variouspoker-playing styles including, for example, “fast” (aggressive with lotof betting and raising, also plays many hands but also will fold asub-par hand if player at the table plays back at him aggressively),“tight” (selective in hands played), “solid” (selective hands played andgood emotional control and sound play), “erratic” (plays tight, but willget bored and play fast if player doesn't catch cards for a while),“aggressive” (plays solid hands aggressively), “call station” (will callbets with mediocre cards), “Fort Knox” (will only play the premiumhands), “loose” (plays many hands to at least the flop), “good” (playsgood hands, raises if weakness is sensed), “fisherman” (if playercatches a draw on the flop, players will call high bets to possiblycatch players draw), “bluffer” (loves to win by bluffing opponents outof the hand), “mood changer” (plays different during play, may changefrom a tight player to a call station, for example), and “slow” (willplay a very good hand slow, not betting high or checking). Other playerstyles may be included. The various styles may be preprogrammed to causethe virtual players responses to follow a predetermined algorithm orprofile of game conditions.

The program may also include a bias towards competitors of certainstyles for players who have recently lost several consecutive hands. Inthe art, this may be referred to as “tilt,” which is a change in aplayer's style for a time period. This change may be caused by otherplayers, not receiving suitable hands from the dealer, not winninghands, and the like. Tilt may vary for different players and lastdifferent amounts of time. Some players actually play fewer hands andbetter cards while others may play any hand and bet aggressively. Moreexperienced better players do not go on tilt or minimize the amount oftime they go on tilt.

The game device onboard memory records the number of hands played, thedates on which the hands were played, accumulated points, and the like.Points may be dollars or any other currency, real or fictitious, or anyother valuation system. When the game is turned off, the accumulatedpoints remain stored. In an embodiment of the invention, when the userturns on the game again, the other virtual players of the game areprovided with an initial points stake equal to the game usersaccumulated points. The blind betting structure (or the opening bet) forthe game is predetermined and may be based on the highest stake of anyplayer in the current hand, for example: for a $1000 to $2000 stake, a$10 to $20 blind bet is required; $2001-$4000, $20-$40 blind bet;$4001-$7000, $40-$80 blind bet; $7001-$10000, $80-$160 blind bet;$10001-$15000, $150-$300 blind bet; $15001-$30000, $500-$1000 blind bet;etc.

Referring next to FIG. 2, the game device 4 may be used solely as astand-alone poker game. A game device 4 is also interactive with awebsite hosted by the game sponsor through a general-purpose computerserver or other web-accessible device 10. The website provides the gameuser 2 with an automatic way to track points, track serial number, saveplayer information, associate serial number with player information,etc. The website allows the user 2 to compete with other players forprizes based on total accumulated game points. The prizes are offeredover predetermined award periods, and are based on player rankings amongthe total group of game players. Also included on the website may beimportant dates; banners; marketing; sale of merchandise; user agreementor other legal information; chat room; contact information such asphone, e-mail (for technical support); general information; anddownloadable programs to be installed on the game user's local computer6 for interfacing the computer with the game device 4. From the gamedevice 4, the website also obtains information such as the game device'sserial number, accumulated points, hands played, number of times theuser went bust, and the overall winning percentage of the game user 2.The website also has the ability to clear points from a game user'sdevice 4, for example, after the close of a prize award time period.Also, the website can provide updates for device sound, commentary, etc.and game revisions such as a release new style of player, etc.

In an example embodiment, the device 4 is a No Limit Texas Hold 'Emgame, including an eight-player table with one real player, i.e., thegame user 2, and seven computer generated virtual players, which arerandomly drawn from a group of player styles. The game starts with allplayers having a set number of points, e.g., 1000 points. Every timemachine is turned off or player wins all points at the table the machineresets. Upon reset, the randomly generated virtual players are providedwith the same number of points that the live player has. Betting may bein multiples of the big blind, until all-in. For example, if the bigblind is 20 points and a player has 250 points left to play with, thenthe player must bet in multiples of 20 (the big blind). If the playerwishes to go “all in” as he or she presses the raise button it willraise the desired bet by 20 every time until no points are left to bet.In this case the final time the player presses the raise button, he orshe will be adding 10 points to the bet and not 20. The player may alsohold the raise button down to speed up the process, which willaccumulate bets faster. When the player reaches the desired bet, he orshe presses the bet button.

To bet, the raise button 22 is used to indicate the desired amount, andthen hit the bet button 20. If a user mistakenly presses the raisebutton 22 too many times, a clear button 36 may be pressed to clear thebet. At a designated time, a user may transfer accumulated points to ahost website for chances to win prizes.

Access to the website server may be restricted and requireauthentication with a password or other security protocol or device suchas a digital certificate. The website is secure and tracks all playersinformation such as points, number of hands played, etc. The first timea user logs on to the website with a device attached to, e.g., a USBport, a client program on the user's personal computer 6, which may bedownloaded from the server 10, will recognize the serial number (orother unique identification means) of the game device 4. The clientprogram may facilitate communication between the computer and the servervia TCP/IP over the Internet. The website may request information forany unique serial number, such as the user's full name, a user name,address, phone number, age, birthday, consent to agree or disagree to alegal disclaimer, and the like. The website may also display prizeschedules and important dates, advertisements, or other marketing tools,e.g., hot links (URLs), etc. Cash and prizes may be random and notguaranteed, but the odds of winning cash and prizes increase as morepoints are accumulated. At specified dates players may log points ontothe website server, which may then by publicly available. The websitehas the ability to clear machine points remotely and reset the points ona machine at 1000. The website also is able to update virtual playercharacteristics and sound effects, including new player characteristicsto replace one or more of the original virtual players.

In a typical embodiment, a consumer purchases a game device of theinvention. Referring to FIG. 2, the user 2 may simply just play the game4 by manually manipulating 3 the device 4, or the user 2 may connect 5the device 4 to a personal computer 6, for example, by a USB or serialport, a wireless communications protocol, an ethernet connection, or thelike. Once connected, the user 2 logs onto the Internet 8, and connects7 to a server 10 hosting a website. The hosted website has downloadableprograms enabling the device 4 to communicate 7, 9 with the server 10via the Internet 8. Available on the website are hot links, banners,poker tips, and advertisements. The user 2 would also have a choice toregister the handheld machine 4. In order to qualify for prizes in eachcontest period, an individual user must register the device 4 with theserver 10, preferably through an automatic process over the Internet 8.When registering the device 4, the user 2 may be asked a series ofquestions in order to provide information to the host website server 10,such as the user's name, address, user name, password, and the like,which will bind the device 4 uniquely to a specific user 2. Thisinformation will be linked with the serial number of device 4 beingregistered, each device has an individual, unique serial number. Also,the user 2 must agree to a legal disclaimer on the host website server10 to receive permission to participate.

Once registered, all points accumulated on the device 4 areautomatically reset to zero and the player's cumulative total for thecurrent contest period are posted on website. The consumer would now beeligible for any current contests available on the host website server10. Starting at a predetermined date, the device 4 will enable the user2 to accumulate points to be transferred to the host website server 10to qualify for prizes. Contest periods are typically for predeterminedtime periods. The more points accumulated the better the players chancesare of winning a prize. Prizes are random but more chances are given toplayers that rank higher or accumulate more points in a given gameperiod.

Players are ranked by the total accumulation of points over all of thepast contest periods. The top group may be regarded as “pros”, thesecond group may be “experts”, the third group may be “intermediate”,and so on. If points are not registered by cut-off date in a contestperiod, a user 2 may not be eligible until a next contest period. Eachindividual must register/clear points for each contest by a certaincut-off date to be eligible for each contest period. If a user 2 missesa cut-off date the player must log on to have points cleared to beeligible for next contest period. Those points cleared after the cut-offdates are not credited toward player rankings. Each contest winner issubject to verification of his or her machine to ensure that the machinehas not been tampered with in any way. Contest winners, schedules,prizes, and cut-off dates will be posted and updated accordingly on thewebsite. Users 2 who register their handheld device are also be able todownload updates for their machines. Updates may include, but not belimited to commentary, sounds, and player styles. At the end of apredetermined contest series (multiple contests) a new game device 4 ora renewed membership on an existing game device 4 will be required toparticipate in the next series.

While the invention has been described with reference to a preferredembodiment, it will be understood by those skilled in the art thatvarious changes may be made and equivalents may be substituted forelements thereof without departing from the scope of the invention. Inaddition, many modifications may be made to adapt a particular situationor material to the teachings of the invention without departing from theessential scope thereof. Therefore, it is intended that the inventionnot be limited to the particular embodiment disclosed as the best modecontemplated for carrying out this invention, but that the inventionwill include all embodiments falling within the scope of the appendedclaims.

1. A portable electronic game device programmed for playing a poker gamecomprising a computer communications interface; a plurality ofprogrammed virtual players having predefined characteristics; and amemory accumulator for cumulatively storing points; wherein saidinterface is accessible to a hosted website server, and wherein saidserver tracks unique identifiers for said device and its associated userand allows said user to compete with others based on the totalaccumulated points earned by said user or to obtain universal rankings.2. The device of claim 1, wherein said poker game is No-Limit Texas Hold'Em.
 3. The device of claim 1, wherein said interface is a serial orparallel communication link or wireless communications protocol.
 4. Thedevice of claim 3, wherein said serial communications link is a USBinterface that is accessible to a hosted website.
 5. The device of claim1, wherein said programmed virtual players having predefinedcharacteristics are selected from the group consisting of fast, tight,solid, erratic, aggressive, call station, Fort Knox, loose, good,fisherman, bluffer, mood changer, and slow players.
 6. The device ofclaim 1, wherein said device is capable of being programmed withadditional programmed virtual players having predefined characteristics.7. The device of claim 1, wherein said device comprises selector buttonsfor the following functions: fold, check, bet, raise, call, and clearbet.
 8. The device of claim 1, wherein said device comprises an internaltamperproof mechanism.
 9. The device of claim 1, wherein said devicecomprises a battery power supply.
 10. The device of claim 1, whereinsaid device has a unique serial number or other unique identificationmeans.
 11. The device of claim 1 further comprising a computer programexecutable on a client computer that communicates with said device andsaid server.
 12. The device of claim 1, wherein said client computer andsaid server communicate via TCP/IP.
 13. The device of claim 1 furthercomprising a speaker that provides audio features.
 14. The device ofclaim 13, wherein said audio features include dealer instructions orpreprogrammed audible comments from virtual players and audience. 15.The device of claim 13, wherein said device is capable of beingprogrammed with additional audio features.
 16. A method of conducting apoker tournament comprising the steps of accumulating points for eachparticipating user during a predetermined time period using a device ofclaim 1; transferring accumulated from said device to a hosted websiteserver while resetting accumulated points on said device, all pointsbeing either transferred to said server prior to the conclusion of saidtime period or being forfeited; and comparing the total points for allof said users transferred to said server at the conclusion of said timeperiod.
 17. The method of claim 16, wherein said website tracks uniqueidentifiers for the game device and its associated user, and allows saiduser to compete with other subscribers for prizes based on the totalaccumulated points earned by the user, and to obtain universal rankings.18. The method of claim 16, wherein said interface is used fortransferring points accumulated on the game device to said server. 19.The method of claim 16, wherein accumulated points are used as a basisfor setting the stakes of a new session.
 20. The method of claim 16,further comprising a step of awarding prizes based on the number ofaccumulated points that have been transferred to said server during saidpredetermined time period.